Wargame Mechanics Index

Timer cooldown activation

A leader or unit may act only when a physical or real-time timer has expired; acting resets the timer, so activation frequency is governed by elapsed real time rather than turns.

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How games do it 1 game

3cmd
Commanders & sand timersReal Time Wargaming

Each Commander has a physical sand timer that acts as a cooldown on issuing orders.

How it works

Only Commanders whose sand has run out may act. On activation, all units within Command Range each take one action, then the Commander moves up to 4 base lengths and the timer is flipped. Recommended timers are 1-2 minutes for first games (30 s for fast play, 3-5 min for slow); different Commanders may have different timer lengths to represent dashing or dithering leaders.

A Commander cannot perform new actions before the sand has run out; a bit like a cooldown effect in video games.
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